The Scattered Isles
The orcish hordes of Grom’ka are held by most others in a mix of awe and fear. Proud and uncompromising, the orcs hold most other races at arms length. The orcs once waged battle across the Aegis Sea to expand their lands. Through the combined efforts of the human and gnomish armies, the orcish advance was halted just over four centuries ago; their forces driven back to the shores of Grom’ka. After this, the orcs descended into in-fighting and civil war, until untied again for a brief conflict against the humans at the turn of the century, some forty years ago. In recent years, however, the orcs have come to a somewhat steady peace with the other races of the Scattered Isles.
Several orcish clans exist, each clan having its own history and traditions. A clan’s name may be changed over time, marking great deeds of honored heroes, or astounding failures that bring shame to their line. While most other races simply see an orc as an orc, an orc of the Drakeflayer clan would balk at the insinuation that his is anything like a Bloodhowl.
Resting in the northern Aegis, the orcish island of Grom’ka is a mix of marshes and farmland. Hot and humid in summer, cold and frozen in winter, Grom’ka is a harsh environment in which few but the hardy orcs could survive. Settlements are scattered across the isle, but the undeniable capital of orcish life is Dur’gorak, seat of the orcish leadership. There, the Council of the Clans guides the efforts and future of the orcs.
Rumors and tales linger that the orcs of the Scattered Isles sprang from an even more savage, evil race. The orcs usually brush off such tales, laughing at the idea that any race could be more fierce and strong than the orcs.
The most immediately distinguishing feature of an orc is his or her green or brown skin. Large tusk-like canines, heavy jaws, and strong brows give orcs an intimidating, bestial appearance. Most orcs stand between 6 and 7 feet, and skinny or weak orcs are a rarity.
While current orcish society is on the whole, united, there still remain remnants of the times when the orcs were divided into warring clans. Indeed, pride in the clan of his or her birth is often a defining characteristic of any given orc. An orc’s place in society is chosen by what he or she excels at most. If a child shows a talent for the axe, he begins training to be a warrior. If another child shows an affinity for the elements, she is groomed to be a shaman. The orcs hold arcane magics largely in contempt, seeing them as tools of cowards and the weak.
After the War of the Falling Tide, the orcs hold no end of enmity toward the surface elves. Responsible for the slaughter that nearly drove the surface elves to extinction, the orcs would just as soon finish the job if given the opportunity. They find gnomes to be too obsessed with magic and books to be held with true respect. Most orcs distrust changelings, seeing them as creatures born to deceit and lies. The orcs respect the strength of the gol, and see common bond to their brothers in the mountains. Their history of conflict has lead to a less-than friendly rivalry between the orcs and humans. It is said that when an orc and a human shake hands, their other hand waits on their weapon.
Alignment and Religion
Orcs hold the strong and the honorable in the highest regard. An orc’s word is his oath, and his loyalty is firm. Attempts to convince an orc to lie or commit treachery are met with harsh, often violent, responses. Despite their strict stances toward truth and valor, orcs will not shy away from acts that other races view as barbaric, provided the cause of the act is, in orcish view, a just one. Most orcs are Neutral or Lawful Neutral. The orcs do not worship the gods as many other races do. Orcs revere the elements and the world around them. Shamans commune with the elements, and grant spiritual guidance and wisdom to the orcish clans.
Though formerly unheard of, orc adventurers are becoming more common. With the peace that has settled between the orcish clans and the rest of the Aegis Sea, orcish warriors seek glory and excitement across the Scattered Isles. Most orcs tend to be fighters, barbarians or shamans.
Male Names: Kruk, Dur’osh, Ik’tha, Tavok, Kalgron, Graull.
Female Names: Agta, Graka, Inkra, Kitra, Korata, Yalta.
Clan Names: Stonerend, Drakeflayer, Riverwalker, Skycaller, Bloodhowl, Goretusk.
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: The orcs are a strong and hardy people, wholly uninterested in scholarly pursuits or social courtesies.
Medium: Orcs are medium creatures, and thus have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Darkvision: Orcs can see in the dark up to 60 feet.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose extra languages from the following: Gol and Goblin.
The orcs take pride in the heritage of their clans. Some clans excel at hunting, others at war, others at speaking with nature. When an orc selects his clan, he gains the trait listed for the clan. This choice is made at character creation, and cannot be changed.
Stonerend – Wise and unyielding, those of the Stonerend Clan are renowned for their unshakeable will and courage. Stonerend orcs gain a +1 bonus to Will saves.
Drakeflayer – The Drakeflayer Clan received its name for its ferocity in the face of the mighty dragons. Drakeflayer orcs gain a +2 bonus to damage rolls against crea- tures of Large size or greater.
Riverwalker – Always moving among the swamps and marshes of Grom’ka, those of the Riverwalker clan are accustomed to living in the wilds. The Riverwalker orcs gain a +2 bonus to the Survival skill.
Skycaller – The Skycaller clan are known for their great scouts and archers; their eyes never miss a detail. Skycaller orcs gain a +2 to Perception checks.
Bloodhowl – The battle cry of a Bloodhowl orc cleaves through the din of battle to strike fear into their enemies. Bloodhowl orcs may use the Intimidate skill to demoralize opponents as a move action.
Goretusk – The Goretusk clan take pride in their enlarged tusks, and make use of them in combat. Goretusk orcs gain a natural Bite attack (1d4 + Strength modifier damage).
Greatfang – Tamers and slayers of beasts, the Greatfang clan are hailed as the greatest of hunters. Greatfang orcs gain a +2 bonus to the Handle Animal skill.
Skullsplitter – Skullsplitter orcs are fierce warriors, known for both skill and brutality in battle. A Skullsplitter orc recieves a +2 bonus to confirm critical hits with melee weapons.
Bloodbraid – Masters of single combat, the Bloodbraid clan intertwine the bloodied hair of fallen enemies into their own ceremonial braids. A Bloodbraid orc gains a +1 to attack rolls against humanoid targets.
Grudge Fighter [Racial, Combat]
You feel great anger at anyone who dares to attack you, and this fury makes your own attacks that much stronger.
Benefit: You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
Resolute Rager [Racial]
Fear passes quickly while you are raging.
Prerequisites: Orc, rage class feature.
Benefit: While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of each of your turns before acting. If you make the new save, the fear effect ends.
Reverse-Feint [Racial, Combat]
You can goad an opponent into attacking you in order to make your counter attack all the more powerful.
Prerequisites: Toughness, base attack bonus +1, orc.
Benefit: As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.
Trap Wrecker [Racial]
You can smash traps instead of disarming them.
Prerequisites: Power Attack, Disable Device 1 rank, orc.
Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap’s Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap’s Disable Device DC, you disable the trap. If this damage is less than half the trap’s Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.